HeXeReTiC Fantasy v2.7 (Update 7 Nov 2022)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
dragomir
Posts: 47
Joined: Sat Jan 16, 2021 10:21 am

Re: HeXeReTiC Fantasy v2.5.1 (Update 23 Sep 2021)

Post by dragomir »

1.what does the necklaces do?
2.What does ogre mask do?
3.Does shadow mask make me invisible?
4.what does the big Jar do?

some suggestions.
1. I think vanilla tier 1 yellow weapon (the one in original heretic) is unnecessary,maybe you can remove that weapon.
2. Crossbows.I like the Balista one,its great.and the classic one is good too.it has spread function.and the skull head one which fire multiple shot in alt fire is good too,but the plain looking one is unnecessary in my opinion.
3. The assault rifle is overpowered,IMO.it has high fire rate,lots of ammunition,deals high damage.Maybe nerf this?

Overall many of your weapons are creative and i like most of them,but some of them just seems fire different color of laser and has no unique properties.Maybe you can remove them.There are already so many weapons.Anyway sorry for the rant,but you kind of spoiled me with your modes :D :wub: .
User avatar
Hexereticdoom
Posts: 618
Joined: Thu Aug 08, 2013 1:30 pm
Graphics Processor: nVidia with Vulkan support
Location: Spain

Re: HeXeReTiC Fantasy v2.5.1 (Update 23 Sep 2021)

Post by Hexereticdoom »

dragomir wrote:thanks for the info.i managed to increase hud size.Great mod,just like your doom mode.And its hard even in medium difficulty,i tried in hard and when the game starts i get shot from several sides,it was crazy. :D .i died a lot.and then started from medium difficulty.i am getting the hang of it.i will play this in hard mode later.This one is lot harder then your doom mode.
Glad you like it, hope you keep enjoying and having fun... :)
dragomir wrote:1.what does the necklaces do?
When you activate one of them, the defeated enemies will drop more coins and gems than normal, and even more if you cause them an extreme death. It lasts until you get to the next map.
dragomir wrote:2.What does ogre mask do?
If you put it on, most of your enemies will get scared and run away from you, making their attack frequency quite lower until the effects last.
dragomir wrote:3.Does shadow mask make me invisible?
You won't be totally invisible, but your enemies will lose accuracy in their attacks and certain projectile types will pass through you without harming you.
dragomir wrote:4.what does the big Jar do?
The Resistance Boost Jar increases your current Shield level at a random value between 50 and 100 points.
dragomir wrote: some suggestions.
1. I think vanilla tier 1 yellow weapon (the one in original heretic) is unnecessary,maybe you can remove that weapon.
For historical reasons, I prefer to keep it actively in the game... After all, it is a slot 2 weapon and shouldn't be too strong. However, I could increase its power a little in a future update...
dragomir wrote:2. Crossbows.I like the Balista one,its great.and the classic one is good too.it has spread function.and the skull head one which fire multiple shot in alt fire is good too,but the plain looking one is unnecessary in my opinion.
The Cultist Belly-Bow is in fact an improved version of the classic Ethereal Crossbow, and its arrows are faster and more harmful (like the Ancient Arbalest ones), so I don't think it's a good idea to remove it from the game, unless I found by chance a perfect substitute for it...
dragomir wrote:3. The assault rifle is overpowered,IMO.it has high fire rate,lots of ammunition,deals high damage.Maybe nerf this?
OK, I'll take it into consideration...
dragomir wrote:Overall many of your weapons are creative and i like most of them,but some of them just seems fire different color of laser and has no unique properties.Maybe you can remove them.There are already so many weapons.Anyway sorry for the rant,but you kind of spoiled me with your modes :D :wub: .
Yup, in general terms Heretic game hasn't had as much variety of weapons as Doom's hulking arsenal; so to tell you the truth, it hasn't been an easy task for me to create some original weapons that have not been seen in other mods... :P

Anyway, and as I usually say, there is always some room to improve... But at the moment, I prefer to preserve what is already there rather than remove it from existence... :shucks:
raxor5566
Posts: 1
Joined: Sun Oct 03, 2021 11:19 am

Re: HeXeReTiC Fantasy v2.5.1 (Update 23 Sep 2021)

Post by raxor5566 »

there will be some update to this mod, maybe some halloween edition
dragomir
Posts: 47
Joined: Sat Jan 16, 2021 10:21 am

Re: HeXeReTiC Fantasy v2.5.1 (Update 23 Sep 2021)

Post by dragomir »

how do you activate the necklaces?i am talking about the one besides bag of holding and map scroll.
User avatar
Hexereticdoom
Posts: 618
Joined: Thu Aug 08, 2013 1:30 pm
Graphics Processor: nVidia with Vulkan support
Location: Spain

Re: HeXeReTiC Fantasy v2.5.1 (Update 23 Sep 2021)

Post by Hexereticdoom »

raxor5566 wrote:there will be some update to this mod, maybe some halloween edition
Well, I have plans for a small update planned for mid to late November, but not related to Halloween at all. So then, it might come quite soon... :winker:
dragomir wrote:how do you activate the necklaces?i am talking about the one besides bag of holding and map scroll.
In the same way that you activate the rest of the artifacts in your inventory. You'll notice that the amulet's powers are enabled through a special sound and its 'active' icon in the HUD, so you just have to kill enemies to collect your increased rewards.

However, keep in mind that the amulet has NO effect on monsters turned into ice statues through freezing attacks. (At least this does not apply to icy enemies, middle bosses and big bosses, as none of them can be frozen).
dragomir
Posts: 47
Joined: Sat Jan 16, 2021 10:21 am

Re: HeXeReTiC Fantasy v2.5.1 (Update 23 Sep 2021)

Post by dragomir »

In the same way that you activate the rest of the artifacts in your inventory. You'll notice that the amulet's powers are enabled through a special sound and its 'active' icon in the HUD
The Amulet is not in my inventory,its not with tome of power or ogre mask etc.I am talking about an Amulet in bottom right side of your screen,right beside the Bag of holdings.as far as i know you can not activate bags of holding,it just increase your ammo capacity.
https://i.imgur.com/2PJi2uo.png
User avatar
Hexereticdoom
Posts: 618
Joined: Thu Aug 08, 2013 1:30 pm
Graphics Processor: nVidia with Vulkan support
Location: Spain

Re: HeXeReTiC Fantasy v2.5.1 (Update 23 Sep 2021)

Post by Hexereticdoom »

dragomir wrote:
In the same way that you activate the rest of the artifacts in your inventory. You'll notice that the amulet's powers are enabled through a special sound and its 'active' icon in the HUD
The Amulet is not in my inventory,its not with tome of power or ogre mask etc.I am talking about an Amulet in bottom right side of your screen,right beside the Bag of holdings.as far as i know you can not activate bags of holding,it just increase your ammo capacity.
https://i.imgur.com/2PJi2uo.png
Man, I think you are not understanding me what I mean, or simply I don't get what you want to tell me, so I'll explain it to you more clearly in a screenshot too:
Spoiler:
(These indications may feel pretty obvious, but I think they will be able to answer your question about the topic). :wink:
dragomir
Posts: 47
Joined: Sat Jan 16, 2021 10:21 am

Re: HeXeReTiC Fantasy v2.5.1 (Update 23 Sep 2021)

Post by dragomir »

Thanks for the reply and the detailed explanation.I thought this amulet is just like bag of holdings and map scroll,you get its affect immediately after picking up.i didn't notice it gets stored in inventory and i have to use it (like tome of power) to get its affect.
LowEndPCGamer100
Posts: 44
Joined: Wed May 30, 2018 1:48 pm

Re: HeXeReTiC Fantasy v2.5.1 (Update 23 Sep 2021)

Post by LowEndPCGamer100 »

Thanks for keeping this up to date too, this is the best mod for heretic ive ever played lol
Baskiabo
Posts: 2
Joined: Mon Dec 07, 2020 9:45 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: HeXeReTiC Fantasy v2.5.1 (Update 23 Sep 2021)

Post by Baskiabo »

very nice mod, but my cursor crosshair doesnt show

is there a order to load the mods?
User avatar
Hexereticdoom
Posts: 618
Joined: Thu Aug 08, 2013 1:30 pm
Graphics Processor: nVidia with Vulkan support
Location: Spain

Re: HeXeReTiC Fantasy v2.7 (Update 7 Nov 2022)

Post by Hexereticdoom »

Howdy my friends! After almost more than a year without having published any update at all, finally version 2.7 has arrived... So after a long time, having been quite busy with my HXRTC Project Doom mod, I decided to take a swap and starting to work back with its equivalent for Heretic game, although not before having gone through quite a serious problem... And you may be wondering, what exactly happened? Well, it turns out that I found out not long ago that one of the most important features of the game, that is, the one related with the weapons under theTome of Power influence, has undergone an unexpected change in behaviour, causing the powered up weapon sound loop to NOT stop playing at all, even after the effect of the Tome of Power has been exhausted. And possibly some of you have already noticed this weird issue as well, since it is something that does not go easily unnoticed.

For all of the above, and after having reported the possible bug in the ZDoom forum a few days ago, I've finally been able to find out that everything was caused by some GZDoom internal code changes, which were introduced from version 4.6.0. (Also, the LZDoom fork started doing the same after updating and adopting the adjustments of the original engine). The aforementioned changes are responsible for restoring the original behaviour of the game when the effect of the Tome of Power ends, that is, WITHOUT lowering the powered-up weapon and then raising the normal weapon. This new default -and not changeable- setting was actively clashing with the old functionality method followed until now in the mod (and also affects some other external files, like the Sgt. Shivers' Shazam Heretic addon).

So then, after thinking about it deeply, plus several fixing attempts -testings and failings- I've seen myself forced to make the determination to say goodbye to the old classic Tome of Power, and replace it with a new artifact with similar benefits, which I'll describe a few lines below. Also, and for avoiding any further issues, most of the mod weapons have been conveniently fixed and reconverted, having removed obsolete Decorate functions and sections, and also discarding several old sprites and sounds.

(I'm sorry if these recent changes do not fit to everyone's taste; it probably won't be in some cases, but as I said before, I have considered it necessary doing it this way. On the other hand, if by chance some of you still use GZDoom v4.5.0, you have the option to stick with previous v2.5.1 of the mod, since under that previous GZDoom version everything still worked flawlessly).

  • - Phew... After such a ramble, it's time to go with the changelog for this new version, isn't it? OK, as I said before, the new replacement artifact introduced in this update is... the Tome of Might! And what is actually the difference with the classic Tome of Power, you say? Well, unlike the latter one, the Tome of Might does not grant a visually more powerful version of each weapon, but instead directly multiplies all damage caused by the player by 1.5, including all gunpowder weapons, Dagger attacks and Shurikens. (Yup, the old Tome Of Power worked only and exclusively with magical weapons, as you will remember...) Doesn't sound bad after all, huh? Just get and try one of them, and soon you'll see how for about half a minute your threatening enemies shall drop like flies, even with your most basic weapons!

    - Most of the mod magical weapons have been revised and updated with slightly smoother animations and some additional recoil effects. A couple of them have been improved with some new sprites and sounds, while a few others have gained slightly improved attack patterns. However, I think describing each and every change here in detail would be quite tedious to write and boring to read at the same time, so I'd better let you find out for yourselves... :wink:

    - Talking about weapons, there is available from now a new semi-secret monster weapon, which could be collected by the player if he is lucky enough. Unfortunately for now there is not much information about it, and the Allied Mages haven't been able to trade this type of weapon either, so currently you won't have the option to buy it directly from them. The only safe to say thing is that those monsters that possess this kind of weapon were already old acquaintances by Corvus III's grandfather...

    - A pair of new Crystal Vial types have been included: the Tonic Crystal Vial (it can restore up to 40 health points without surpassing the current maximum HP) and the Aegis Crystal Vial (this one will give you 15 shield points and at same time will grant the highest protection degree; in case you have not equipped any shield when picking it up, a shiny Holy Helmet will be automatically put into inventory, granting the player with a 100% of absorbing damage just like the Legendary Shield). [NOTE: these new items won't be either available for sale through Allied Mages, so you'll only find them scattered on map levels or by random spawning].

    - Updated the HUD for compatibility with the Tome of Might artifact and the new rare monster weapon.

    - Several bugfixes, a few more tweakings and code optimizations.

Download link is available at the first post, as usual... :wink:

That's all for now. Enjoy and have fun, everyone! 8-)
FeRu
Posts: 1
Joined: Fri Dec 30, 2022 12:15 pm
Operating System Version (Optional): Windows 7 Ultimate SP1
Graphics Processor: nVidia with Vulkan support

Re: HeXeReTiC Fantasy v2.7 (Update 7 Nov 2022)

Post by FeRu »

This mod is so fun to play :wub: I love all new weapons, effects and monsters and gameplay features. But if I can make suggestion: I would change some enemies like flying sword or flying cape etc to more demonic/darker monsters because they are not fitting IMO and little break that dark fantasy atmosphere. I know.... I'm little nitpicky :roll:
Great job bro and I can't wait for next updates/versions.
HeXeReTiC Fantasy should be more recognizable....It deserves that.

Return to “Gameplay Mods”